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Garrett Eastman

Developing a 21st Century Global Library for Mathematics Research - 3 views

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    "Developing a 21st Century Global Library for Mathematics Research discusses how information about what the mathematical literature contains can be formalized and made easier to express, encode, and explore. Many of the tools necessary to make this information system a reality will require much more than indexing and will instead depend on community input paired with machine learning, where mathematicians' expertise can fill the gaps of automatization. This report proposes the establishment of an organization; the development of a set of platforms, tools, and services; the deployment of an ongoing applied research program to complement the development work; and the mobilization and coordination of the mathematical community to take the first steps toward these capabilities. The report recommends building on the extensive work done by many dedicated individuals under the rubric of the World Digital Mathematical Library, as well as many other community initiatives. Developing a 21st Century Global Library for Mathematics envisions a combination of machine learning methods and community-based editorial effort that makes a significantly greater portion of the information and knowledge in the global mathematical corpus available to researchers as linked open data through a central organizational entity-referred to in the report as the Digital Mathematics Library. This report describes how such a library might operate - discussing development and research needs, role in facilitating discover and interaction, and establishing partnerships with publishers."
Garrett Eastman

Adaptive Interaction Design for Online Mathematics Education: The Way of the Game - 5 views

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    Abstract: "Together, brain science and learning design inform Adaptive Interaction Design (AID), a technique for curriculum planning and development. Mathematics is a particular case in which AID can help. The Way of the Game is vital to learning design. There are many definitions of "game." Here, we mean game to be the means by which spontaneous play becomes responsible learning. That innovative games figure as the centerpiece of many 21st century curricula is no accident. Games are a critical element in modern theories of learning design especially when related to insights from neuroscience and online learning/teaching methods. But beyond simple gamification, can games provide the disruptive transformation to mathematics education that is required to effect substantive and sustainable improvement? Can we game the educational system to ensure students' success in mathematics? To find out, we will look at the AID process and two sample products for the development of mathematical thinking and practice based on the Way of the Game."
Garrett Eastman

Math Is Beautiful - 5 views

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    "Beauty of Mathematics" from Parachutes.TV "showing the mathematics of different phenomena in equation, visualization, and realization. "
Garrett Eastman

Imagery: A Key to Understanding Math - 9 views

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    Using mathematical images and visualization in teaching
Garrett Eastman

Flooved - 7 views

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    Growing open educational resources platform featuring online texts in maths and physics (so far!)
Garrett Eastman

iPads: Improving numeracy in the early years - 2 views

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    Concludes from research studies involving five-year-old school children in Dubai that iPads help improve numeracy learning in young children as well as increase motivation through "kinaesthetic and play-based learning":"
Garrett Eastman

Looking For Real-World Math Problems? Try Google Earth! - 8 views

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    Highlights "Real World Math," lessons based on Google Earth focusing on students in grades 5-10
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Garrett Eastman

WGBH Innovation Math Challenge - 2 views

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    Description: "The Innovation Fund is a challenge for educators, student teams, gamers, programmers, and anyone who has a great idea to create fun and engaging math educational media.

    WGBH Educational Foundation is seeking up to 100 educational media digital resources (videos, games, interactives, infographics, and manipulatives) that are directed towards middle school students and loosely aligned with the Common Core State Standards for Mathematics. The digital resources selected will be showcased on PBS LearningMedia as part of a middle school math resource collection.

    WGBH is looking for content that engages a wide range of students by reflecting a wide range of culturally responsive perspectives and learning styles.

    Digital resources should be engaging, rich in content and context, and go beyond strictly procedural teaching. In other words, no talking heads."
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Garrett Eastman

Q&A: Two Math Teachers Explain How YouTube Changed Their Classrooms - 5 views

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    "Schoolhouse Rock may be the standard for music-based educational videos, but YouTube is leading the renaissance of educational songs and dances. Using music as a lure for educational content isn't new, but it's being widely adopted, thanks to the accessible and sharable nature of YouTube."
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Garrett Eastman

60 Apps for Teaching STEAM - 8 views

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    Includes a section on math apps for different grade levels
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    today hindi news,today news talmi,hindi news www.killdo.de.gg
Garrett Eastman

Hyundai and Mind Research Institute Announce Partnership to Improve Math Education Acro... - 1 views

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    Hyundai ST Math Initiative enables 15 schools access to ST Math Instructional software, as well as training and support
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    today hindi news,today news talmi,hindi news www.killdo.de.gg
Garrett Eastman

Participation in an Online Mathematics Community: Differentiating Motivations to Add - 5 views

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    Abstract: "Why do people contribute content to communities of question-
    answering, such as Yahoo!Answers? We investigated this
    issue on MathOverflow, a site dedicated to research-level
    mathematics, in which users ask and answer questions. Math-
    Overflow is the first in a growing number of specialized Q&A
    sites using the Stack Exchange platform for scientific collab-
    oration. In this study we combine responses to a survey with
    collected data on posting behavior on the site. User behavior
    suggests that building reputation is an important incentive,
    even though users do not report this in the survey. Level of
    expertise affects users' reported motivation to help others,
    but does not affect the importance of reputation building.
    We discuss the implications for the design of communities
    to target and encourage more contributions."
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    today hindi news,today news talmi,hindi news www.killdo.de.gg
Garrett Eastman

Visual Mathematics and Cyberlearning - 4 views

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    (Access to full text requires subscription or purchase.) First volume in a new series, Mathematics Education in the Digital Age, features chapters on collaborative learning and new technologies, abstracts available.
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Garrett Eastman

What does mathoverflow tell us about the production of mathematics? - 0 views

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    From the abstract: "ew innovations by math-
    ematicians themselves are starting to harness the power of
    social computation to create new modes of mathematical
    production. We study the effectiveness of one such system,
    and make proposals for enhancement, drawing on AI and
    computer based mathematics. We analyse the content of a
    sample of questions and responses in the community ques-
    tion answering system for research mathematicians,
    math-
    overflow
    . We find that
    mathoverflow
    is very effective, with
    90% of our sample of questions answered completely or in
    part. A typical response is an informal dialogue, allowing
    error and speculation, rather than rigorous mathematical
    argument: 37% of our sample discussions acknowledged er-
    ror. Responses typically present information known to the
    respondent, and readily checked by other users: thus the
    effectiveness of
    mathoverflow
    comes from information shar-
    ing. We conclude that extending and the power and reach of
    mathoverflow
    through a combination of people and machines
    raises new challenges for artificial intelligence and compu
    ta-
    tional mathematics, in particular how to handle error, anal
    -
    ogy and informal reasoning."
Garrett Eastman

Peer-supported problem solving and mathematical knowledge - 4 views

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    From the abstract: "is research develops around a technological intervention intended to transform
    a peer produced reference resource into a peer produced learning environment. An
    early Web 2.0 community for mathematics, PlanetMath.org, will henceforth become a
    mathematical practicum, and a laboratory for learning science."
Garrett Eastman

Mathematical practice, crowdsourcing, and social machines - 0 views

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    from the abstract: "Mathematics is now at a remarkable
    in exion point, with new technology radically extending the power and limits of individuals. Crowd-
    sourcing pulls together diverse experts to solve problems; symbolic computation tackles huge routine
    calculations; and computers check proofs too long and complicated for humans to comprehend.
    The
    Study of Mathematical Practice
    is an emerging interdisciplinary eld which draws on philoso-
    phy and social science to understand how mathematics is produced. Online mathematical activity
    provides a novel and rich source of data for empirical investigation of mathematical practice - for
    example the community question-answering system
    mathover ow
    contains around 40,000 mathe-
    matical conversations, and
    polymath
    collaborations provide transcripts of the process of discovering
    proofs. Our preliminary investigations have demonstrated the importance of \soft" aspects such as
    analogy and creativity, alongside deduction and proof, in the production of mathematics, and have
    given us new ways to think about the roles of people and machines in creating new mathematical
    knowledge. We discuss further investigation of these resources and what it might reveal.
    Crowdsourced mathematical activity is an example of a \social machine", a new paradigm, identi-
    ed by Berners-Lee, for viewing a combination of people and computers as a single problem-solving
    entity, and the subject of major international research endeavours. We outline a future research
    agenda for mathematics social machines, a combination of people, computers, and mathematical
    archives to create and apply mathematics, with the potential to change the way people do mathe-
    matics, and to transform the reach, pace, and impact of mathematics research."
Garrett Eastman

Bedtime Math - 6 views

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    "To make the nightly math problem as common as the bedtime story." Features an email list for nightly math problems as well as a book of problems and riddles.
Garrett Eastman

Math ∩ Programming - 2 views

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    Subtitled "A Place for Elegant Solutions." From the author's description: "This blog is a presentation of the interesting solutions I come across, and an exploration of the deeper mathematical ideas therein. Most often this means exploring the mathematical structure of a problem to lubricate the cogs of algorithm design. In seldom cases, this involves using programs to reason about mathematical theory."
Garrett Eastman

Math Made Visual: Teaching Numbers with Pictures - 14 views

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    Description of student learning success with ST Math, stripping verbalization from math teaching and working with visualization and images
Garrett Eastman

Development of Web based Learning System for Pre-K to Middle School Math Students: Opti... - 7 views

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    Abstract:
    This research paper has been designed to develop an online tutoring system for pre
    -
    K to middle
    school Math students. The research methodology applied in this study has used both qualitative and
    quantitative research methods in terms of external and internal Web or software metrics to obtain the
    usable parameters to design an effective tutoring system to learn Math.
    Today online hypermedia
    applications are increasingly becoming more feature rich,
    important and also the most popular means for
    communication among school students for e
    -
    learning. This paper is divided into four parts: part 'I' presents
    the introduction of
    Kumon
    based after school education; part 'II'
    describes the
    research
    proposal
    to
    identify measures, model, and methodology to develop the Web
    -
    based online learning system for Pre
    -
    K to
    middle school math students
    ; part 'III' elaborates the role of using static analysis, dynamic, and
    comparative analysis
    that can be applied to check the
    characteristics and authenticity of data obtained for
    each student separately; and finally part 'IV' investigates the
    behaviour of online tutoring system
    to find the
    failure points and to calculate reliability aspects using
    Web page trace algorithms and We
    b page
    replacement policies.
    In this paper, an attempt has been made to systematically explain the state of the art
    and their practices to design, analyze, and
    test the functionality of
    online learning systems for pre
    -
    K to
    middle school Math students
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